Fix the Loading and Unloading Passenger problem!!!!

Hi Guys,


Playing the game for some time now and it really amazes me every time.
with one big BUT.

THEY REALLY NEED TO FIX THE LOADING AND UNLOADING OF PASSENGERS PROBLEM.

If you make a nice coaster it totally gets bad because passengers walk slow on the platform en the train only leaves when the station is empty, not to mention the loggers ride.

I have noticed that this isseus has been come up before but i wander, is it really that hard to fix it? it can't be harder than making a new flat ride, soooo shouldn't it already been fixed?

I 'm waiting to this problem to be fixed and think i won't be playing the game that much untill it is fixed.
Why spend time making a great park with great coasters if there is no decant flow of passengers.
 
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I can understand the 'waiting for guests to exit the ride first' aspect particularly if you've got the entrance and exit on the same side as it avoids guests walking into each other.

Shane
 
Let's clear things up a bit from how I see it.

If the entrance and exit are on the same side guests that want to get on the coaster/track ride (not including Magic Katz or the other two simpler track rides) the guests would need to wait at least until the outgoing guests get off the platform itself.

I agree that they may not need to get as far as outside the ride exit though.

If the exit and entrance are on different sides then that's a different matter although it probably depends on what the code is like for differentiating guest activity on the different station variations.

Shane
 

Joël

Volunteer Moderator
Hi Guys,


Playing the game for some time now and it really amazes me every time.
with one big BUT.

THEY REALLY NEED TO FIX THE LOADING AND UNLOADING OF PASSENGERS PROBLEM.

If you make a nice coaster it totally gets bad because passengers walk slow on the platform en the train only leaves when the station is empty, not to mention the loggers ride.

I have noticed that this isseus has been come up before but i wander, is it really that hard to fix it? it can't be harder than making a new flat ride, soooo shouldn't it already been fixed?

I 'm waiting to this problem to be fixed and think i won't be playing the game that much untill it is fixed.
Why spend time making a great park with great coasters if there is no decant flow of passengers.

You have just reported your own post. The developers do care about the opinion of the players, but that doesn't always mean that they are able to implement all of the suggestions and ideas that players have. Your suggestion about the loading/unloading of coasters and other track rides is already seen by the developers. Whether it will/can be implemented into the game is something I cannot answer for you.

"totally gets bad because" i had a other word for "bad"but it's not allowed....[uhh]

Masked swearing is not allowed. Please refrain from swearing and masked swearing.
 
Joël;190866 but that doesn't always mean that they are able to implement all of the suggestions and ideas that players have. Your suggestion about the loading/unloading of coasters and other track rides is already seen by the developers. Whether it will/can be implemented into the game is something I cannot answer for you. You just proved my point said:
[haha][haha][haha][haha][haha][haha][haha][haha] oh please come on
 
MikeyMike - I had problems understanding that post as it seems the quote feature isn't working properly for you.

One thing to consider as well is that some changes, whilst they may appear trivial to users, can result in major code changes which can affect other areas of the game as well and require extensive testing.

I should know that as I've been involved in smaller programming projects (non game related) which have required just that.

It's also a family friendly forum from what I've seen which is why they've said swearing isn't permitted I assume.

Shane
 
Hi Shane, i understand what you mean but i cannot be more "work" than adding new features like security guards or completely new rides.
Thereby i still think its such a mayor issue that it should have been fixed before they released it.
 
When you compare loading time (riders per hour) with real life coasters, you'll find Planet Coasters numbers are pretty spot on.
Log flume, falls a little short of real life counterparts, but isn't too far off.
This was all laid out in another thread you posted in, but did not read.
 
When you compare loading time (riders per hour) with real life coasters, you'll find Planet Coasters numbers are pretty spot on.
Log flume, falls a little short of real life counterparts, but isn't too far off.
This was all laid out in another thread you posted in, but did not read.

Yeah i have red them, but it does not change the fact that it messes up a coaster.
Even if it would be in ultimate real time, i'm not playing the game for that, i'm playing it to make a great park with good coasters, for that you need a good passenger flow.

It's like saying that simcity was spot on with the trafficflow because in real life you have traffic jams to, they are right but it makes the game a lot worse.
 
Yeah i have red them, but it does not change the fact that it messes up a coaster.
Even if it would be in ultimate real time, i'm not playing the game for that, i'm playing it to make a great park with good coasters, for that you need a good passenger flow.

It's like saying that simcity was spot on with the trafficflow because in real life you have traffic jams to, they are right but it makes the game a lot worse.

If it is accurate to real life, how exactly does it "mess up" the coasters?
 
THEY REALLY NEED TO FIX THE LOADING AND UNLOADING OF PASSENGERS PROBLEM.

If you make a nice coaster it totally gets bad because passengers walk slow on the platform en the train only leaves when the station is empty, not to mention the loggers ride.
What is the core complaint here? You're saying that people unload and load too slowly from coaster trains. Does this mean you have passengers on a second train stuck in a block break prior to the station? Do you have a long station with a second train stuck and unable to unload because there's a train in front of it? These situations would cause the coaster to test well only to lose those good ratings once people start riding it. I agree that it can be frustrating and inconsistent with how people perceive coaster excitement in real life.

Solutions here don't focus on speeding up unloading and loading. Real solutions would attack the throughput problem from multiple angles. Frontier could do one or more of:

  1. Do not count time spent stuck in a block break against the stats of the coaster. It is very common for real life coasters to have 2 to 3 sets of block breaks prior to their stations. It's also common for a second (or third) train to temporarily get held up in the block breaks approaching the station as people get situated. Nobody thinks "Wow,Millennium Force (Cedar Point) is less exciting because we're stuck at the block break before the station." I'm not aware of Frontier tweaking the contribution of block break holds to the ride stats when passengers are loaded.

  2. Allow simultaneous unloading and loading when exits are opposite of entrance queues. Entrance queue gates normally open once the people seated on a coaster are out of their seats. They don't normally wait for exiting guests to leave the station platform.

  3. Allow series stations such that 1 can be used for unloading and 1 can be used for loading. Flight of Fear at Kings Dominion and other coasters have separate unloading and loading platforms. Trains arrive at the boarding platform empty as part of the UFO abduction theme. There's a second station hidden behind the main boarding platform where guests unload. This ensures that an empty train is always waiting for the main boarding station. Nobody is stuck waiting to leave the ride. Personally, I designed all high-throughput coasters in RCT2 and RCT3 in this manner.

  4. Allow parallel stations such that a switch track sends trains to the empty station platform. This makes sure that trains are always able to load or unload. It also handles a situation where 1 train loads slower or faster than the other. Storm Runner at Hershey Park does this. I've been on it where my train left the station and returned before the other train even dispatched. Someone had trouble fitting or something.
 
Nothing wrong with boarding/unboarding except for the tracked rides. These could use some fixing.
 
What is the core complaint here? You're saying that people unload and load too slowly from coaster trains. Does this mean you have passengers on a second train stuck in a block break prior to the station? Do you have a long station with a second train stuck and unable to unload because there's a train in front of it? These situations would cause the coaster to test well only to lose those good ratings once people start riding it. I agree that it can be frustrating and inconsistent with how people perceive coaster excitement in real life.

Solutions here don't focus on speeding up unloading and loading. Real solutions would attack the throughput problem from multiple angles. Frontier could do one or more of:

  1. Do not count time spent stuck in a block break against the stats of the coaster. It is very common for real life coasters to have 2 to 3 sets of block breaks prior to their stations. It's also common for a second (or third) train to temporarily get held up in the block breaks approaching the station as people get situated. Nobody thinks "Wow,Millennium Force (Cedar Point) is less exciting because we're stuck at the block break before the station." I'm not aware of Frontier tweaking the contribution of block break holds to the ride stats when passengers are loaded.

  2. Allow simultaneous unloading and loading when exits are opposite of entrance queues. Entrance queue gates normally open once the people seated on a coaster are out of their seats. They don't normally wait for exiting guests to leave the station platform.

  3. Allow series stations such that 1 can be used for unloading and 1 can be used for loading. Flight of Fear at Kings Dominion and other coasters have separate unloading and loading platforms. Trains arrive at the boarding platform empty as part of the UFO abduction theme. There's a second station hidden behind the main boarding platform where guests unload. This ensures that an empty train is always waiting for the main boarding station. Nobody is stuck waiting to leave the ride. Personally, I designed all high-throughput coasters in RCT2 and RCT3 in this manner.

  4. Allow parallel stations such that a switch track sends trains to the empty station platform. This makes sure that trains are always able to load or unload. It also handles a situation where 1 train loads slower or faster than the other. Storm Runner at Hershey Park does this. I've been on it where my train left the station and returned before the other train even dispatched. Someone had trouble fitting or something.

Sounds great maybe it helps, but still the passengers walk on station is slower than my 98 year old grandma.
Thereby i think there should not be this much effort to make it work on a coaster and specially tracked rides
 
So it looks like the opinions differ, still i can say for myself that if there is nothing done to it, i (and more people as i have red) will stop playing the game.
 
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